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Yurch, about those nades...

Discussion in 'General Infiltration Discussion' started by GenoOfTheCrayon, Jan 8, 2002.

  1. GenoOfTheCrayon

    GenoOfTheCrayon l33t 14 year old with an iron sight RC50

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    Nades on RAv2 are WAAAAAAY too beefed. On Dock Side Mellinium I was 2 stories above a nade and about 30 or so meters away and it STILL killed me! I would post some pictures of them I took but I can't seem to find them (I used the print screen key). Another thing is their bounce. They can turn around 2 corners and kill all in their path, making maps such as Siberia and Kazakhstan more difficult and frustrating. If you could just tone them down a little I'd be very happy.
     
  2. BlAcK_PlAgUe22

    BlAcK_PlAgUe22 I ooze.

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    Frag grenades have a very big damaging distance, i don't remember it exactly, but the max wounding distance was around 200m or so (can't remember, st0rmcaller, you know?) so nades in INF are underpowered. :p
     
  3. Sidewinder

    Sidewinder New Member

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    heres some info
    m67
     
  4. GenoOfTheCrayon

    GenoOfTheCrayon l33t 14 year old with an iron sight RC50

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    Eh, but that's the RANGE IT CAN GO. The killing range is 15m, right? I was an estimated 35m away and the thing still killed me! And no one said anything about the bouncing.
     
  5. McMuffin

    McMuffin The sh¡ttiest Infiltrator

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    I feel that if the flak didn't bounce they would be perfect. The 'shrapnel headshots' that Yurch implemented are nice and realistic, but the thing is it makes it extremely dangerous to use grenades for room clearing, for fear of taking out yourself and your squad from 2 or more rooms away. Not to mention how ugly the UT flak looks...

    :tdown: down with bouncing.
     
  6. JamesT

    JamesT sniper apprentice

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    Yurch's M67 gives too many fragmentations, I would say.
     
  7. RAZZ

    RAZZ aka FURY13RT

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    Ive found it puts a dampner on the "frag your way down the hall" tactic. you gotta learn to stand back from your frag and use with caution.
    I gotta say, its nice to drop them in a room and see schrapnel blow outall the windows ;)

    irl, a casualty is someone left alive but incapable of fighting.
    in inf, a casualty is a dead man.
    if you cant hold a gun or run, your out the game/dead as far as I care.

    [edit: I just wanted to give a biggups to the guy playing on dockside, who dropped a frag in a room with a psg sniper then locked the door behind him just befor it whent off. EVIL!! :D ]
     
  8. yurch

    yurch Swinging the clue-by-four

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    Heh, the fun thing is that I DID tone them down...
    I will look at them again. Trying to get them how I want them... they are always too deadly or completely harmless.
     
  9. The_Fur

    The_Fur Back in black

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    yurch tried using the non-bouncy fragments instead (the glowing sparks?)
     
  10. yurch

    yurch Swinging the clue-by-four

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    They are bouncy too.
    But that doesn't matter, Ive got all the shrapnel peices reclassed anyway, I can do basically whatever I need with em.
     
  11. GenoOfTheCrayon

    GenoOfTheCrayon l33t 14 year old with an iron sight RC50

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    I can probably live with the distance but NOT with the bouncing. Can you also get rid of the "step kill"? That's when the flak stops and it's on the ground and you step on it and die.
     
  12. St0rmcaller

    St0rmcaller [AFA]'s unoffical godfather

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    Rogue, doing my job for me. You win a cool point, man. :)
     
  13. Keganator

    Keganator White as Snow Moderator

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    Definately. If there's a way to make a clause that says, "If not moving, does 0 damage" into the nades?
     
  14. RAZZ

    RAZZ aka FURY13RT

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    my only problem is with the latent (bouncy) fragments.
    sometimes a notably long while after the nade detonated, one bright spark will come back for the headshot.

    I like it when (in a tight space) the nades schrapnel floods the area, even if its on a corner.
    not sure how real that is, but its handy during bot hunts :D
     
  15. yurch

    yurch Swinging the clue-by-four

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    Wrong!
    Shrapnel requires a minimum speed to wound already. That shrapnel on the ground will not hurt you.
    (Speaking of which, what version are you using? :con: I made stuff on the ground dissapear way faster. No sense in complaining about somethin' thats already been fixed 3 times over :p)
     
  16. R-Force

    R-Force (IF)

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    I wonder how likely it is in RL that a single sharpnel hitting you in the head hurt you so much that you go down? I mean the cranium should protect you a bit... I think one in the neck must be more damaging and likely to kill...

    Edit : Why not disable the "headshot" capability of the sharpnel once it has bounced? I think it would reduce the casulaties without making the sharpnels useless...
     
  17. yurch

    yurch Swinging the clue-by-four

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    Interesting idea.
     
  18. bastardb

    bastardb New Member

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    hmm i dont see the current nades as a problem... i think everyone is just a WAY to used to standing right in the open and throwing them all over hell....
    the bouncing thing was pretty much fixed.. there perfect now i think

    you gott TAKE cover dude! and make sure you yell fall back to your team
     
  19. Grunt11Bravo

    Grunt11Bravo [AFA6]

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    Why is it that someone that shoots themselves in the head, somehow lives? Anything's possible IRL (tm).

    'The Golden BB' does happen. ;)
     
  20. McMuffin

    McMuffin The sh¡ttiest Infiltrator

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    Yes but when you take cover 1/2 the time the shrapnel bounces around 2 or 3 corners and kills you anyway :eek:
     

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